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Funkdoc

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Everything posted by Funkdoc

  1. Funkdoc

    Map editor

    hi there, u can create a dayz map terrain for standalone with the the terrain builder of Arma 3. but be aware, objects should not be placed at the moment because we dont have access to the dayz content yet. so the best thing is to build only a naked terrain for now. what objects u can use in the meantime are trees, bushes, grass and rocks from the public A2 or A3 content and u can also build roads and place static "non-enterable/lootable" objects like powerlines, ruins etc... u can test this by converting it into a .pbo and load it in Arma3. i think we will get more infos on modding and enscript anywhere around beta. BI is planning to write tools for modders like the CLE tool as shown in the last status reports. if u plan to build up a map from scratch, i can recommend using the terrain maker L3DT. its a free and easy to use terrain builder tool where u can generate and edit your hight model.
  2. Funkdoc

    So whats the deal with the Zombies?

    i think we can say that the infected are the main feature in this game, so BI will probably release an update of the infected AI in beta. i remember when the infected was really hard, i think it was something around 0.49, when they was running really fast and saw u on distances of 200m. every one was complaining about that. BI then switched back to "normal" or completely turned off infected later. now, everybody is complaining about too few or bugged infected. hmmm let them do their work and see what comes out at 1.0
  3. perfect work... this is what im looking for this will blow up the impressions on lakes and rivers for all those survivors and campers. devs, can we have this in 0.60 stable release.. please? :) it would also perfectly fit to the arma3 update (1.60 -> 0.60) hehe THANKS BI, for always being busy to surprise us with such goodis even so long after main release........... BIG UP!
  4. Funkdoc

    New waterreflexions and surfaces coming

    yes u r right, reflections are not correct. i think they use a several reflection image. i will test that on my own map the next days. this was implemented in Arma3 official 1.60 patch a few days ago (of course with a lot of other improvements).
  5. yes, there shouldnt be only zombie horde msiisions... of course. escorting missions are always fun, and a additional goal should be to involve other players rivaling the escorting team as u said, but trying not to kill the escorted person. in this case AI should give information on mission target when asking him. so this team could overtake the mission and gets the loot if accomplished. i like that communities like yours are thinking about such mods provided on their servers.
  6. Funkdoc

    Dayz Reshader/SweetFX and Optimization Guide

    sorry but the sweetFX looks shitty... all looks like candy colored and a little washed out
  7. u are right, disappearing bases are not really cool, but i think it needs to expire and limited through server restrictions...otherwise server performance will drop into cellar after some weeks/months uptime. i think bases could only be maintenced by a group of players, so that not everybody is able to have a base. let us be satisfied with the tents and other containers when building up our little camp. anyway a base wouldnt last long, if only one person is protecting it. so team up if u want a base and the exciting hours/days of guarding it.
  8. i think nothing needs to be separated. only the "power consumption coefficiency" factor (a value describing consumption per time unit) needs to be recalculated including energy loss through physical exercise. this factor integrates over time (maybe every second) the energy level (32bit floatingpoint value) to zero. i mean thats how i would make it :)
  9. Funkdoc

    Server files

    where do u got this info?
  10. back to suggestions as it is necessary to have a big amount of infected surrounding the mission target.. or pre-target, spawns for infected should be progressive distributed over the mission circle. that means that infected do spawn induvidially after time until it reaches the amount of 20/50/100? infected, preferred between bushes and trees (some color on the layer within the circle) and of course in houses. that should make it more realistic and possible to escape, if a mission starts at your position (anywhere.. city and wilderness) accidentially. if u be there, u should see how they come slowly out of the houses and woods and some zeds on the field already have seen u and coming over. this time span could be over some minutes and if all infected have spawned the target gets activated avoiding a quick mission end. it will be a challenge moving near the target... better u have some ammo and smoke ..or flares to deflect the zeds at night
  11. as intended there should be several mods for "PVP events", solo missions and group mission mods selectable on the serverbrowser depending which mods u have loaded. i personally dont play mass PVP or TVT in dayz, because if i want a big gunfight, i start Arma 3 and team up.. its more realistic and a faster engine for such purposes. i think missions should be story-driven and fitting into the chernarus desaster and the quests should not be too easy and triggered locally. this doesnt disturb the gameplay of any other survivor on the server... they still play there game or even are able to interact with the mission targets if they catched some infos of the ongoing mission. personally i want to see this in the unmoded SA version when it comes to 1.x.
  12. i wouldnt see it so tight... if u get infected a timer of 2h should just be fine, wihthin this time u should be able to check some medical buildings and military installations for first aid or other medicine. like senator wrote, a 6 slot medi kit should contain some different items of bundled medications. but u will also be able to treat your/anothers wounds instancly with basic things like rags, alc, or even crafted items u can find in the wilderness. allways the best way is to avoid such medical emergencies. in some cases one will die... and thats good so i find that 2 or 3 hard zombie hits should infect a player, which will also die in 2h ..maybe the dead body could turn into a zombie after a time. this makes holding zombies off ur body at any time a hard quest but more realistic.
  13. shit whats up, sorry double post
  14. some good suggestions on medical treatment in dayz. do you know the ACE3 (still in development) medical system for Arma3? they made some really cool improvements like a fully reacting heart rate and blood pressure system, several types of infusions like saline, blood, and plasma, injectors like morphine, epinephrine, atropin..., several wound treatments and bandaging possibilities, tourniquet, CPR, and so on... this would be really nice to have this in game. what to do if u get wounded from animal predators and can escape with gaping wounds.... a medical system is needed for a realistic survival game
  15. what i mean is that a public hive also exists for the mods in a little restricted way. it doesnt conflict with the private hives in any way. but i know what u mean... private hive servers are also very enjoyable but i wont miss the public hive because its the most attracting advanture while its global and playable on any public server.
  16. u have people that would only defend the base for 24/7. i dont believe that this is interesting to anyone over a longer period of time. the people want to play, not guarding a camp when nobody is coming for days... boring
  17. i think intruders wont attack a active defended base... they will come in when nobody is there defending it. this happens maybe when ur sleeping iRL
  18. but then u have the problem as i said that the one who found your camp could easily spawn inside ur base by only switching to another server, changing his position a bit and coming back right next to your "ship container", raiding and logging out. he could steal your best item within seconds...this has to be blocked! otherwise basebuilding makes no sense i think the suggestion with the ownership and the "base spawn protection radius" is not as worse as u think. @irishmike yeah u are right, someone (or group) wont be able to protect a base 24/7. if a guy wants to intrude, he will, no matter the weather... its a question of time.. once ur base is sightet, he will come back, maybe with friend support. at the end, the good old barrel glitched in the tree is the better "high loot container"
  19. another problem is the growing camp amount on a server. this can very early affect server performance if for ex.(i only say any number) over 150 bases are built up on that server. so it needs to be time limited. a abandoned base (timer is up on last action) is exposed to a naturally decay. if the limit is reached, no camp building is possible meanwhile on that server.
  20. i think there should only be one owner, that one who built up the "central base element". of course, this additional data has to be stored in the server hive database. this guy is able to spawn in his base in case of base raid and call his mates for support while he can open up the door fast from inside for them. but there should also be keys for the others, which also can be found, stolen, body-stripped, forwarded from/to them.
  21. sure, but the map is not endless and a camp is sighted very fast, lets say in at least 20 hours on high pop servers. i am sure there will be maps in future that have big areas (forest) where u probably need gps to find ur own tent/camp again.
  22. yes that stuff is definetly coming... another major problem is to protect the inside of the base of unknown character spawn (this will be too easy). a spawn slide to a saver position anywhere around 100m of the base is a must, for everyone except the base owner(?)
  23. just a few thoughts on basebuilding it will be necessary to build up bases, but how to defend it from intruders over time, not being online everytime? i think there is only one solution for this problem. parts of walls and fences should have high value timers of destruction steps. maybe one step takes one hour out of 20 steps to destroy, if the wall is "prestine". than a clan or a group or even a lonley survivor is able to get rid of the ongoing base raid. partially destroyed walls and fences can be rebuilt as it takes plenty of time to build up such base defence parts, finding the needed crafting items included.
  24. its just a thought... but it will also be very amazing when a player could move from one mod server to another and to the bi's central hive server as well. that hybrid hive system will filter out all content on your character that is nod loaded, so u can travel to another map/mod and hold basic equipment in ur backpack, clothes and hands.
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